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Messages - Majora64

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Ask a Question / Re: Best way to create a trail? [SOLVED]
« on: June 10, 2018, 07:04:41 am »
I ended up just using actors. It worked better than trying to figure out the image API. I'd say that the level of complexity of the image API is not simple like the rest of stencyl and it kind of stinks that this program is marketed as simple but it really just isn't very handy for people who aren't wizards at it.

The code JeffreyDriver uploaded is literally the EXACT code to get the trail working; in fact I copied it word for word and got it working in 5 minutes(ty Jeffrey, lovely trail effect). My guess is, you created incorrect attributes and plugged them into the incorrect field. Using actors to achieve this can be detrimental to optimization and in larger scale projects is definitely a no-no but if this is just a "whatever" project then I guess..

Image API is definitely not something I would expect a beginner to grasp especially if that's the first thing you want to achieve in your project; however, it definitely doesn't take a "wizard" to utilize most of what Stencyl has to offer. Imo, Stencyl offers a good balance between casual game developers and those who wish to utilize more advanced features but don't be hard on yourself for this minor road block. I, personally have spent weeks/months trying to hash out small bugs or learn new features and we all go at our own pace so don't feel like you need to be a "wizard" just yet. cheers!

Ask a Question / Re: underwater effect. shaders?
« on: June 09, 2018, 05:23:29 pm »
I could see you maybe creating a water like background; as well as, creating some water wave like actors and utilizing tweening to give them an under-water like "pulse" effect. Good luck!

Chit-Chat / Re: mobile game screen
« on: June 09, 2018, 02:53:18 am »
Id love to help but I don’t quite understand what you are asking. Are you asking what size you should make your scenes/ levels?

Scene size isn’t so important so long as you have selected a scale mode that works with your game but for the sake of keeping things consistent try to work with a good sizeable scene that will be able to translate nicely to whatever platform you’re developing on.

 So for PC you can virtually have your scene/screen size  whatever but for mobile I typically keep my scenes no smaller than 320 x 480 or 480 x 320. My game scene is a weird 608 x 576 and my screen size is 560 x 320 and everything looks fine on mobile because my assets are properly scaled.

Most games use Scale to fit (full screen) which is what I can recommend for most games as I think it’s easiest to work with without having to adjust actor placement. As for scale you upload your assets in, If your scene is 480 x 320 then create your assets at 1920 x 1280 and import them at 4x. If you do not need 4x scaling you can upload at 3x or even 2x/1x (for more retro looking games). If you upload at 4x your scene size try to keep it consistent as uploading at a higher or lower resolution than your original resolution can either result in actors appearing too big/small or grainy and not sharp.

For your mobile game since it’s a fighting game I would keep the scene height at 320 and either set the width to 480 or if you plan on having wider levels where the fighters can roam then pick a longer width. For screen size set the height to 320 and set the width to 480 and adjust the width to something larger if youd like more to be displayed on screen(assuming your scene is wider than 480).  I hope this helps.

Chit-Chat / Re: mobile game screen
« on: June 08, 2018, 02:42:37 am »
Hello. App scaling can be daunting if it’s your first time but this article should explain it for you.

Do you ever go back to your older back ups of this project or your original concept of this journal and go “omg”?

I love the idea of the story(I get a Titan Souls, Botw, ancient technology vibe)  and the potential variety of golems, but it still sounds like its an extremely early concept which is exciting cause it can only grow from here!

The communication and  sound design is interesting. I can picture sound or events being triggered when the player gets within a certain radius (A* like Hotline Miami) or being detected if you interefere between 2 golems communicating via sound waves (maybe some of tbem can be blind golems and a certain section of the game can be dedicated to manuevering around them). Or golems that emit sound waves that can kill you.

Also, is Temple of Idosra centered mostly indoors? I would love to see maybe some type of outdoor area or a courtyard. Also, playable demo???  :P keep it up!

Ask a Question / Re: Can you help?
« on: June 07, 2018, 03:18:17 am »
If I remember correctly I received this error when I was using 3.4 on OS X High Sierra. Unfortunately 3.4 and High Sierra do not currently compile for Flash (Player/Browser). You can either get the latest 3.5 build by becoming a Stencyl Subscriber or you can downgrade back to OS X Sierra, redownload 3.4 and you should be good to go from there (this is the method I used since I am not a Studio Subscriber yet). Cheers.

Ask a Question / Re: Collisions freezing game
« on: June 07, 2018, 02:25:11 am »
I used a lot of this pre built behavior as a base for my game but found some of it to not work with what I needed especially the limits you have with the X and Y values. I found that spawning certain actors too high without setting them as the last created actor would cause the game to freeze(this one took me awhile lol) so I ended up creating X and Y attributes along with creating an attribute that sets the platforms as the last created actor(this one is crucial)

I haven't tried adding a "do every 1 second create bomb" in the main scene as all of my obstacles are spawned from the Always event(which I recommend you do) and particles are created in a “do every x second event” but it looks like your bomb is interfering with the always event at  for testing purposes remove the bomb code from the 'When Created event' like sweet colburt187 kindly recommended and either add it in an every x second event or have it created randomly with the platforms.

To stop the freezing and set a specific actor as last created

In your main scene add an actor attribute (PLATFORMS) like this:

In your Always scene just set the last created actor to PLATFORMS...

If you do not like this method of creating obstacles you can also use lists which i have also tried and it works just fine for obstacle crestion.

Hope this helps. If you have any issues with this specific pre built code, let me know as I've been working diligently to refine it and add customization options.

Where can I download the 3.5 beta?

 It's part of the Stencyl Subscription so until 3.5 goes public you either need to go back to 3.4 or downgrade from OS X High Sierra to Sierra.

Ask a Question / Re: How to change game resolution, in-game?
« on: June 01, 2018, 02:11:09 pm »
No one is using Stencyl because they want to deal with code, that's the whole point.

This is far from the truth. I am by no means a coding connoisseur but having used Stencyl for a few years now has taught me to delve deeper with actually trying to learn how everything works instead of strictly using blocks. Knowing some form of code or at least being able to interpret it (for learning or debugging) has helped open doors for myself as a game creator and I hope in time will do the same for you. It's not a matter of the software failing you (because drag and drop is as straight forward as it gets); moreover, it's a matter of being patient and willing to learn.

Ask a Question / Re: Game is not compiling on iOS simulator
« on: May 28, 2018, 07:04:30 am »
Try exporting your game as an xcode project then opening it and compiling it in xcode. It should fail to compile which is ok but it should generate the profiles in the process. After that go ahead and try exporting to your device or the simulator. If you go into your xcode account you should be able to see and confirm that the profiles are there.

Been skimming through the journals and looking at your gameplay and I love what I'm seeing...nice to see your commitment to this game. Couple questions:

For lighting, is it possible to create a torch that generates a light effect? I'm sure it's not a priority, but I'm curious to see if it's crossed your mind and how you would go about it if possible. I think it'd be a nice aesthetic to have pulsating lights or have the light reflect off the walls similar to a torch.

When you transition rooms, how do you shift the camera like that in the direction of the room? Is it a camera shift, or does the level just move giving it the illusion of a camera shift?

Keep it up!

Ask a Question / Re: Xcode 9 and iOS Target Version '11.0'
« on: May 15, 2018, 11:59:07 pm »
Awhile back I tried 3.5 but for some reason it broke some of my games and wouldnt compile to my phone even though 3.4 did. Could be optimization errors on my part but I was also on OS High Sierra which at the time was extremely buggy for me and eventually froze my computer to the point where I ended up wiping everything and going back to Sierra and 3.4. Ever since the downgrade I haven’t had problems, but I wanted to ask you what your experience with 3.5 is now and also what OS you’re on. Have you found upgrading to be beneficial or is it ok to just stick with sierra and 3.4 for publishing so long as xcode is up to date? I was told on discord to just sit tight for official 3.5 but wanted to get some more insight.  Thank you.

I'm confused though, that link literally goes step by step on how to set up IAPS.

The first step is to setup your IAPS in iTunes Connect before going to Stencyl. In iTunes Connect you will create your variables that you can then reference from Stencyl. I'm a visual learner so perhaps a video would help but I found the Stencylpedia on IAPS to be adequate I'm sorry that's not the case for your project.

You can use IAPs for unlocking levels but I think streamlining purchases with coins or a virtual currency is better and more efficient than prompting a player with a "unlock for .99" pop up every time someone wants to unlock a level. That's just me though. Goodluck!!!


also...try posting in the "ask a question" forum you might get more responses next time.

Journals / Re: Hoppy Pals
« on: April 09, 2018, 05:59:43 pm »
So what was supposed to be a 3-5 month game has turned into an almost 1 year battle but...I'm still here...still working and very determined to finish. The discord fam has been extremely helpful with the progress and I am very grateful for them. Stay Tuned!

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